Table of Contents

Class MotionData

Namespace
TrinketTinker.Models
Assembly
TrinketTinker.dll

Data for TrinketTinker.Companions.Motions, defines how a companion moves.

public sealed class MotionData : IHaveArgs
Inheritance
MotionData
Implements
Inherited Members

Properties

AlwaysMoving

If true, continue the moving animation when not owner is not moving.

public bool AlwaysMoving { get; set; }

Property Value

bool

Anchors

Prefer AnchorTargetData that comes earlier in the list. Defaults to Owner.

public List<AnchorTargetData>? Anchors { get; set; }

Property Value

List<AnchorTargetData>

AnimClips

Repository of anim clips that can be shown in place of the default movement anim. Must live on the same sprite sheet specified by variant data.

public AnimClipDictionary AnimClips { get; set; }

Property Value

AnimClipDictionary

Args

public ArgsDict? Args { get; set; }

Property Value

ArgsDict

DirectionMode

Direction mode, determines how sprites should be arranged.

public DirectionMode DirectionMode { get; set; }

Property Value

DirectionMode

DirectionRotate

Apply sprite rotation depending on direction.

public bool DirectionRotate { get; set; }

Property Value

bool

Flip

Sprite flip to apply to the directional animation

public SpriteEffects Flip { get; set; }

Property Value

SpriteEffects

FrameLength

Length of 1 set of movement animation.

public int FrameLength { get; set; }

Property Value

int

FrameStart

First frame of the animation.

public int FrameStart { get; set; }

Property Value

int

HideDuringEvents

Hide the companion during all events.

public bool HideDuringEvents { get; set; }

Property Value

bool

Interval

Miliseconds between frames.

public double Interval { get; set; }

Property Value

double

LayerDepth

Layer depth mode.

public LayerDepth LayerDepth { get; set; }

Property Value

LayerDepth

LoopMode

Animation looping mode.

public LoopMode LoopMode { get; set; }

Property Value

LoopMode

MotionClass

Type name of the motion, can use short form like "Hover" for hover motion.

public string MotionClass { get; set; }

Property Value

string

Offset

Position offset.

public Vector2 Offset { get; set; }

Property Value

Vector2

RepeatCount

Number of times to repeat the draw.

public float RepeatCount { get; set; }

Property Value

float

RepeatFrameSets

When used with repeat, apply offset of this value times number of frames (per direction mode and frame length).
Example with RepeatFrameSets = 2 DirectionMode = R and FrameLength = 4.

  • The initial companion need 4 frames, taking up frames 0 to 3.
  • First repeat companion need 4 frames, taking up frames 4 to 7.
  • Second repeat companion need 4 frames, taking up frames 8 to 11.
Spritesheet needs a total of 12 frames.
public int RepeatFrameSets { get; set; }

Property Value

int

RepeatInterval

Number of miliseconds between repeats.

public double RepeatInterval { get; set; }

Property Value

double

SpeechBubbles

Repository of speech bubbles (overhead text for companions). Can be proc'd by ability activation.

public Dictionary<string, SpeechBubbleData> SpeechBubbles { get; set; }

Property Value

Dictionary<string, SpeechBubbleData>